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[Variant] ALIENS!

Alien Variant

With creatures originating not of this multiverse, but beyond, before, or after, the forces of good or evil, law or order, is not an inherent factor of their makeup; physical, mental, or spiritual. They are as far removed from good and evil as men are from their incomprehensive thought processes. Though they may do deeds that can be considered good or evil, their actions are far removed from these considerations.

This variant is to be used to give an edge to aberrations and their incomprehensible ways. They are not like us, in any way, shape or form. They are truly and maddeningly alien.

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Alien Alignment
The 'Alien' alignment should be given to any abberation whose origins originate outside the standardly accepted multiverse. Such candidates include Aboleths, Illithids, and Pseudonatural creatures, just to name a few. Those that are originally of the natural realm, but have been removed from it in some way, do not apply for this alignment. Such beings include Elans, Tsochar, Umber Hulks, and similar. Those whose origins are suspect or unknown are at the DM's discretion.

Creatures with the Alien alignment are immune to all holy and unholy energies and spells that affect beings based on alignment. Even those that may affect Neutral beings have no consequence to an Alien creature. They are immune to taint as well as the exalted. Any damage reduction that evil or good bypasses becomes damage reduction/natural

However, weapons and energies that specifically target the Alien alignment may be introduced, with examples given below.

Weapon Enhancements

Natural: A natural weapon is imbued with power of the fundamental order of the multiverse. This power makes the weapon natural aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of alien alignment. It bestows one negative level on any alien creature attempting to wield it. The negative level remains as long as the weapon is in hand and disapears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the natural power upon their ammunition.

Alien outsiders are just that in the strictest sense. They do not belong here, never have and never will. Though alien aberrations may have adjusted or been somewhat altered by the natural environments in some form, alien outsiders are pure in their separation from our reality.

Far Subtype: This subtype is applied to any Alien Outsider while within the standard Multiverse. This subtype is also applied to non-alien aberrations that go outside their multiverse, such as to the Far Realm. There is a 1d20 chance each time a spell without the [natural] descriptor is directed at a Far creature that it is changed and warped as the Wild Magic trait.

Information on an Alien creature cannot be learned with a Knowledge (dungeoneering) check like most aberrations. Instead it requires the Knowledge (forbidden lore) skill.

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Alien Mindset

Alien creatures are immune to mind-affecting effects from a non-aberration source. Those even attempting to use one upon them, including natural telepathy, must succeed on a Will save (DC = 10 + half alien creature's HD + Int or Cha modifier, whichever is higher) or be rendered Confused for 1 round and the ability ends.

Oddthink [Abberant]
Through frequent association with aberration and training to alter your thought processes you have learned to make mental contact with alien creatures.Prerequisite: Int 13Benefit: You may use mind-affecting spells, powers, or abilities on alien creatures as long as they otherwise qualify for the effect. Special: You take a -4 penalty to saves against Confusion.

Re: [Variant] ALIENS!

Spells

Natural Descriptor
Spells with the natural descriptor are exceptionally potent spells that originate with the natural order itself. As such they are specifically useful against aliens and bypass the wild magic trait of Far creatures.

You can sense the presence of aliens. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of aliens.

2nd Round: Number of alien auras (creatures, objects, or spells) in the area and the power of the most potent alien aura present.

If you are of a natural alignment, and the strongest alien auraís power is overwhelming (see below), and the HD or level of the auraís source is at least twice your character level, you are confused for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: An alien's auraís power depends on the type of alien creature or object that youíre detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two. A humanoid with the the Aberration Blood feat detects as Faint even if it has more than 3 Hit Dice.

1except for alien outsiders, which have their own entries on the table.

Lingering Aura: An alien aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect alien is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Each round, you can turn to detect aliens in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal or bilestone, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

This spell forces a far creature back to its proper plane if it fails a special Will save (DC = spellís save DC Ė creatureís HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 5% chance it returns the next round.

An exile spell is a more powerful version of the dismiss alien spell. It enables you to force far creatures out of the multiverse. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spellís chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the targetís spell resistance (if any), the saving throw DC increases by 2.

Certain rare items, such as a cerulean sign, might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).

Arcane Focus: Any item that is distasteful to the subject (optional, see above).

A Tohnn superficially resembles a large frog in shape, complete with long fingers ending in fleshy pads, though its exact form is difficult to make out, doing strange things to the eyes. The set of their bodies and the pressure they put upon the ground give an indication of weight far in excess of their appearance. Their skin is of a greenish grey color with an otherworldly look of rough, leathery stone. Its head is merely a lengthening of its body, taken up almost entirely by a black triangular proturbance that flickers briefly with dark shadows hinting of aquamarine and gold as if the shades were hidden behind a veil of smoke.

None know exactly where Tohnn hail, though they are often found within the most ancient of tombs and forgotten ruins and tend to be attracted to Alienists and cultists of unhuman gods. They do not appear to give aid to these folks and it is all but unheard of for them to interfere in any way. They merely remain and observe without any hint of curiosity. Some speculate that the Tohnn is but the eyes and ears of a greater being outside the realm of normalcy.

Without any warning however they are known to suddenly leap from the location where they have sat unmoving for days or even months, at an invidivdual and possess it. It then often performs some inexplicable act or deed, often a ritual full of manic dance and song in an unknown language before disapearing forever. Many cultists believe it takes them into a higher dimension where it will be rewarded by the focus of their worship and so openly welcome its presence and will often protect the Tohnn with their lives.

A Tohnn is some two feet long though weighs some forty pounds. Tohnn's speak no known language and it is not known if they understand any.

Combat
A Tohnn rarely attacks, but if it wishes to destroy intruders to the alien ruins it inhabits, or for other unknown reasons, it tends to go invisible. It will then attempt to take over their minds and render them insane before withdrawing from its gibbering form. If overwhelmed it can quite easily escape and return at its convenience.

Abduction (Su): A Tohnn that makes a successful slam attack against its opponent may enter their body with its Euclidian Blasphemy ability. This ability is similar to a magic jar spell (caster level 10th or the Tohnnís Hit Dice, whichever is higher), except that it does not require a receptacle. The target can resist being possessed with a successful Will save (DC 19). A creature that successfully saves is immune to that same tohnn's possession for 24 hours though must make a second save or be rendered permanently Insane. If the save fails, the Tohnn's strange triangular facial symbol appears in the middle of the victim's forehead or equivalent location.

Targets openly displaying a Cerulean sign are immune. The save DC is Intelligence-based.

Alien Mindset A Tohnn is immune to mind-affecting effects from a non-aberration source. Those even attempting to use one upon them, including natural telepathy, must succeed on a DC 16 Will save or be rendered Confused for 1 round and the ability ends.

Euclidian Blasphemy (Ex): A Tohnn can move straight up angular surfaces, passing from floor to wall or wall to floor freely, or pass through them as if they were mere water, regardless of their composition (except for force affects). It may also see through angular surfaces as if they did not exist with its blindsight.
Curved surfaces however act as a barrier which it may not stride upon or see through at all, though it may 'swim' around them.
Dimensional Anchor cast upon a Tohnn restricts it from using this ability.

Forbidden Lore (Ex): Information on a Tohnn cannot be learned with a Knowledge (dungeoneering) check like most aberrations. Instead it requires the Knowledge (forbidden lore) skill.

Natural Invisibility (Ex): When it wishes a Tohnn can move partially out of the normal dimensions, effectively becoming invisible as the spell.

Teleport (Sp): A Tohnn can use Greater Teleport at will at a caster level equal to its HD, except that the creature can transport only itself, its host if it has one, and up to 50 pounds of objects. It may not teleport within a curved surface.

Re: [Variant] ALIENS!

Wow, this just made my day. What a brillian concept. I also like the execution. It fits perfectly into how I view pseudonatural creatures, the Far Realm, & anything else that Man Was Not Meant To Know.